PS: this cut-off in the screen doesn't exist in the level, and this level isn't hard!
Screens
Spoiler: show


Spoiler: show
13. Shinbison-Kof - Insaturado Compact Cooling (8.08/10)
Bomber57 (8.75/10)
Oh look, a monochrome level that mixes three tilesets. Contest winner! Jokes aside, this was actually pretty good. The mixed tilesets were nice and the monochrome tileset was actually done well, except for the BGO walls. They were too light of a tint, and so I would have to mentally focus so I wouldn't think they were solid blocks. I think it was thoughtful of you to include exclamation points below the thwomps (who were the same monochrome blue as everything else) and some arrows when you had to backtrack through the main section. The level had an excellent amount of detail and never felt too cluttered. There's some small gimmicks that I feel were added more as enhancements rather than being a focal point of the level, which usually would mean low effort, but they were actually done pretty decently.
bossedit8 (8.25/10)
The way to enter a mountain based area with brambles, cave, ruins including ice and water mixing up together was for sure a thing. I do really like the whole design coicements you've made throughout the level since it gives out a lot of variety as you go further on. Climbing vines, swimming in water after you unfreeze it with specific switches and even unique "P!" blocks as once you press it the area shakes and coins fall down, basically like a SMB2 POW Block. I do feel like that these bullet bill blaster seem kinda hard to see until you notice that they actually shoot a bullet bill with a tail since as of how everything is darker than usual and on top of that there's no marker like a skull sign on the bullet bill blasters aswell. At the underwater part, I feel that that one blooper, once I'm at the top of the area where it gets cramped that it's pretty hard to avoid since you have to go down aswell after you went up there. What I do notice when I look at the level again that once I get to a section which looks the exact same but it's not, the whole area gets even darker which to be honest is pretty clever and also hard to notices at first. Near the end there are temples crumbling down but I advice to not use these Note Blocks on moving layers since they tend to be kinda bugged when you try to jump onto one of them while they move downwards so it gets difficult to get used to them at first. I do find the tileset pretty cool but there were some areas that seems to be kinda bland with such placements but since it's pretty limited as of where you put it up anyway it isn't much of a problem. What I honestly don't like at the beginning is as of how that one fog covers up the sizeable's top but yeah, let's go with that I guess. Overall I really like the whole atmosphere and the design throughout the level and the variety.
Chad (8.0/10)
I'm impressed by the strong atmosphere and level of detail in this level, and a lot of effort is clearly put into the construction of the landscape and temple areas. They're fun to traverse, have a lot of neat events that implement exploration, and present a pleasantly simple difficulty that more easily allows the player to enjoy the presentation and good design. You did a splendid job on the thawing gimmick, and it makes the level feel like it expands while you're playing it, especially in the first area. However, I feel that the frozen water doesn't visually come off as being very icy. The falling temples are excellently pulled off, although a curious player could jump over them after they've fallen and get themselves stuck if they aren't Luigi (even though that's something you'd almost have to actively try to do to manage in the first place). I also feel like there could be some color differences between the solid and BGO ruins tiles, because they look very much alike. I initially missed my chance to access the pipe leading to Section 7 because I didn't see the hole in the ground, plus the fact that you used exclamation points to indicate Thwomps probably means they blend in a bit too well. Other than that, this is a very solidly-made and enjoyable level. It shows more from its core design more than the gimmicks, but they do give it some added flare.
Quill (7.9/10)
This was a good level. There was a decent amount of variety in each individual section, the more prominent example being the moving towers. Earlier parts did feel a little repeated in terms of enemy usage, although terrain design was pretty unique throughout which was good. Overall, good job.
Valtteri (7.5/10)
I like the occasional special effects such as the explosions and also the P block that acted like a POW block, that was neat. I also have to note the collapsing towers. Those weren't new but a nice touch anyway. The level itself is also neatly designed, and the frequently placed arrows don't leave the player guessing where to go next. The color scheme gives the level a mystic feeling. The brick BG walls blend too well with the solid bricks, I would sometimes not notice when the floor wasn't solid anymore. So if you want to improve, try recoloring the BGO bricks. Overall it's a fun level, in all its simplicity.
Bomber57 (8.75/10)
Oh look, a monochrome level that mixes three tilesets. Contest winner! Jokes aside, this was actually pretty good. The mixed tilesets were nice and the monochrome tileset was actually done well, except for the BGO walls. They were too light of a tint, and so I would have to mentally focus so I wouldn't think they were solid blocks. I think it was thoughtful of you to include exclamation points below the thwomps (who were the same monochrome blue as everything else) and some arrows when you had to backtrack through the main section. The level had an excellent amount of detail and never felt too cluttered. There's some small gimmicks that I feel were added more as enhancements rather than being a focal point of the level, which usually would mean low effort, but they were actually done pretty decently.
bossedit8 (8.25/10)
The way to enter a mountain based area with brambles, cave, ruins including ice and water mixing up together was for sure a thing. I do really like the whole design coicements you've made throughout the level since it gives out a lot of variety as you go further on. Climbing vines, swimming in water after you unfreeze it with specific switches and even unique "P!" blocks as once you press it the area shakes and coins fall down, basically like a SMB2 POW Block. I do feel like that these bullet bill blaster seem kinda hard to see until you notice that they actually shoot a bullet bill with a tail since as of how everything is darker than usual and on top of that there's no marker like a skull sign on the bullet bill blasters aswell. At the underwater part, I feel that that one blooper, once I'm at the top of the area where it gets cramped that it's pretty hard to avoid since you have to go down aswell after you went up there. What I do notice when I look at the level again that once I get to a section which looks the exact same but it's not, the whole area gets even darker which to be honest is pretty clever and also hard to notices at first. Near the end there are temples crumbling down but I advice to not use these Note Blocks on moving layers since they tend to be kinda bugged when you try to jump onto one of them while they move downwards so it gets difficult to get used to them at first. I do find the tileset pretty cool but there were some areas that seems to be kinda bland with such placements but since it's pretty limited as of where you put it up anyway it isn't much of a problem. What I honestly don't like at the beginning is as of how that one fog covers up the sizeable's top but yeah, let's go with that I guess. Overall I really like the whole atmosphere and the design throughout the level and the variety.
Chad (8.0/10)
I'm impressed by the strong atmosphere and level of detail in this level, and a lot of effort is clearly put into the construction of the landscape and temple areas. They're fun to traverse, have a lot of neat events that implement exploration, and present a pleasantly simple difficulty that more easily allows the player to enjoy the presentation and good design. You did a splendid job on the thawing gimmick, and it makes the level feel like it expands while you're playing it, especially in the first area. However, I feel that the frozen water doesn't visually come off as being very icy. The falling temples are excellently pulled off, although a curious player could jump over them after they've fallen and get themselves stuck if they aren't Luigi (even though that's something you'd almost have to actively try to do to manage in the first place). I also feel like there could be some color differences between the solid and BGO ruins tiles, because they look very much alike. I initially missed my chance to access the pipe leading to Section 7 because I didn't see the hole in the ground, plus the fact that you used exclamation points to indicate Thwomps probably means they blend in a bit too well. Other than that, this is a very solidly-made and enjoyable level. It shows more from its core design more than the gimmicks, but they do give it some added flare.
Quill (7.9/10)
This was a good level. There was a decent amount of variety in each individual section, the more prominent example being the moving towers. Earlier parts did feel a little repeated in terms of enemy usage, although terrain design was pretty unique throughout which was good. Overall, good job.
Valtteri (7.5/10)
I like the occasional special effects such as the explosions and also the P block that acted like a POW block, that was neat. I also have to note the collapsing towers. Those weren't new but a nice touch anyway. The level itself is also neatly designed, and the frequently placed arrows don't leave the player guessing where to go next. The color scheme gives the level a mystic feeling. The brick BG walls blend too well with the solid bricks, I would sometimes not notice when the floor wasn't solid anymore. So if you want to improve, try recoloring the BGO bricks. Overall it's a fun level, in all its simplicity.